Professional Documents
Culture Documents
Contents
About the Authors ............................................................................................................................. iv
Acknowledgments ............................................................................................................................. iv
Introduction ......................................................................................................................................... 1
Methodology........................................................................................................................................ 4
WeSpire ........................................................................................................................................ 9
Ecoinomy ................................................................................................................................... 12
Vermontivate ............................................................................................................................. 12
JouleBug ..................................................................................................................................... 15
Carbon4Square .......................................................................................................................... 25
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Leafully....................................................................................................................................... 35
Dropoly ...................................................................................................................................... 39
Game Elements.......................................................................................................................... 46
Play Space......................................................................................................................... 47
Social Dimension....................................................................................................................... 50
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Conclusion ......................................................................................................................................... 53
References .......................................................................................................................................... 55
JouleBug ..................................................................................................................................... 65
Carbon4Square .......................................................................................................................... 66
Kukui Cup.................................................................................................................................. 67
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Mariel Wolfson is a freelance writer focusing on energy and environment, and a teaching
fellow in environmental science and public policy at Harvard. She is working with Harvard’s
Joint Center for Housing Studies on a study of healthy-housing concerns among American
households. Mariel recently completed a PhD in the history of science at Harvard, with a
dissertation on energy-efficient housing in the United States during the 1970s and 1980s. She
has an MA in the history of science from Harvard and a BA in history from Columbia
University.
Susan Mazur-Stommen is the principal and founder of Indicia Consulting. She directed the
Behavior and Human Dimensions Program at ACEEE from 2011 to 2014. In that role she co-
chaired the BECC conference and conducted qualitative research on behavior change and
energy usage. Susan has a PhD and an MA in cultural anthropology from the University of
California, Riverside, and a BA in cultural anthropology from San Jose State University.
Kate Farley is pursuing a master’s degree at the Yale School of Forestry and Environmental
Studies. She formerly was a research assistant in the ACEEE Behavior and Human Dimensions
program. She has a BA in environmental science and public policy from Harvard.
Steven Nadel is ACEEE’s executive director and has been conducting research on energy
efficiency topics for more than 30 years. He is the author or coauthor of more than 200 papers
and reports covering energy efficiency technologies, programs, and policies.
Acknowledgments
This report was made possible through the generous support of our project sponsors:
Consolidated Edison, Cool Choices, Energy Trust of Oregon, the New York State Energy
Research and Development Authority (NYSERDA), Pacific Gas & Electric Company, and
Southern California Edison. The authors gratefully acknowledge external and internal
reviewers who supported the study. External expert reviewers included Kathy Kuntz (Cool
Choices), Marsha Walton (NYSERDA), Nick Lange (Vermont Energy Investment Corporation),
and Lauren Mason (WeSpire). External review and support does not imply affiliation or
endorsement. Thanks to Naomi Baum for eagle-eyed internal review. We are also grateful to
Beth Karlin, director of the Transformational Media Lab at the University of California, Irvine,
for sharing her dataset, and to three wise interviewees: Raj Shukla of Cool Choices, Nicholas
Lange of Vermontivate, and Ian Bogost, professor of games at Georgia Institute of Technology.
Finally, we would like to thank Roxanna Usher for copy editing, Eric Schwass for help with the
figures, and Patrick Kiker for his assistance in launching the report into the world.
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Executive Summary
In late 2013 ACEEE published its Field Guide to Utility-Run Behavior Programs, a survey and
analysis of over 300 programs in utilities across the country (Mazur-Stommen and Farley 2013).
One of the 11 broad categories the researchers discussed was games. The current study zooms
in on that single category, describing and analyzing 22 game-based solutions that either are or
could be part of an energy efficiency program.
We should be careful to distinguish gamified solutions from rewards programs on the one hand
and videogames on the other. Rewards programs like frequent flyer miles engage people by
promising them a tangible reward in exchange for some action. In gamified solutions, only
some players may win such a reward, and the prospect of a prize is not their only reason for
playing. In some ways gamified programs are more like videogames, which offer players
entertainment, fun, and challenges. But whereas the only point of a videogame is to entertain its
players, gamified activities are meant to motivate players to perform real-world actions.
We collected information on 53 games for this study, all of them meant to influence behavior
around energy efficiency and sustainability. Of these 53, we present case studies of 22 games
that could be or actually are part of a utility energy efficiency program. They include:
Games in which players undertake and are rewarded for a range of energy savings
activities
Energy savings challenges in which players compete, either individually or on teams, to
save the most energy during a particular time period
Games that employ real-time granular data on players’ energy use as feedback for their
actions
Games that make extensive use of virtual worlds
We used a detailed analytical framework in the 22 case studies and in the following discussion.
This framework can also help guide developers through the process of game design,
implementation, and evaluation. Its elements are as follows:
Provenance. Who are the developer, implementer, partners? Is this a pilot or a full deployment?
What are the implementation dates?
Business objectives and desired outcomes. Why has the utility or other implementer deployed the
game? What does the game achieve from a business perspective?
Target audience and their goals. Who is meant to play the game, and what personal goals can the
game help them achieve (e.g., a lower energy bill)?
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Target behaviors and metrics for success. Exactly what real-world actions does the developer want
the players to take? What are the desired quantified results?
Play space. Does the game take place solely in the real world, solely in a virtual world, or in
some combination of the two? Is it smartphone enabled?
Progress path, levels. What is the players’ progression from initial achievements to greater
challenges and mastery?
Triggers. What reminders and calls to action prompt players to continue on their journey?
Player engagement model. Do players interact only with the game, or also with other players? If
the latter, do they play in teams?
Data-based feedback. What quantified data do players receive about their progress, and at what
intervals?
Achievements and rewards. What actual and virtual rewards and recognition do players receive,
and for what achievements?
Social dimension. Does the game use social norms (not wanting to be out of step with one’s
neighbors) to motivate player behavior? Does it use social media to amplify achievements or for
other purposes?
Intrinsic versus extrinsic motivation. Does the game motivate players to change their behavior for
intrinsic as well as extrinsic reasons?
Results. What results—energy savings, other quantifiable results, and changes in players’
behavior—have been documented?
Nine of the games we analyzed documented specific energy savings in a format that could
potentially be compared to other games and programs. Available evidence indicates that
gamified energy efficiency programs can achieve energy savings of 3–6% among a sizable
number of participants. Savings of more than 10% can be achieved in narrowly targeted
programs.
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Introduction
Games are one of the most powerful and widespread ways that human beings interact,
communicate, and have fun. Many people play them, and many are captivated by them.
According to the Entertainment Software Association, 51% of American households own at
least one game console. Surprisingly, 48% of gamers are female. There are actually more female
gamers over 18 (36% of the total number of players) than male gamers under 18 (17% of players)
(ESA 2014). Games can reach millions if not billions of people. Angry Birds, which is free to play,
is the number-one downloaded app of all time, with over 2 billion downloads and hundreds of
millions of active players (Edge 2014). Grand Theft Auto V, the best-selling game of 2013, sold
over 30 million copies worldwide across all game platforms (Thier 2014).
Human brains are wired to enjoy the challenges, positive feedback, and social bonding that
games provide. The advent of digital technology has simply amplified the hold that games have
always had on us. Many younger people are so immersed in games that game mechanics—
adventures, avatars, points, badges, virtual currency, and so on—are almost more compelling to
them than ordinary life. It is no wonder that educators, marketers, and enterprise solutions
developers are turning to games to help them achieve their objectives. These disparate
professionals are all in the business of motivating people to do something, and, as we shall see,
games are one of the most effective motivational tools they can deploy.
Clearly, however, none of these professionals is interested in using games for the sole purpose
of entertaining their target audience. Rather, they want to use them to accomplish an objective
such as helping students master algebra, selling more hamburgers, promoting physical fitness,
or increasing energy efficiency. Turning something into a game—using the features of games to
accomplish a real-world objective—is called gamification. Gamification imports the elements that
normally operate in game worlds into real-world contexts like classrooms, offices, hospitals,
and homes. Gamified solutions transform everyday activities into game-like experiences.
Over the past five years or so, businesses, nonprofits, and governments have gamified an array
of activities. Many of these task areas are employee facing and are intended to improve worker
performance. Gamified solutions have been developed for almost every enterprise element
including strategic planning, product development, marketing, sales, HR, training, customer
relations, accounts payable, travel reporting, call center management, cybersecurity, and
computer programming. A second type of gamified solutions consists of customer-facing games
that enhance experiences ranging from buying a burger to attending a conference. Games help
teenagers learn physics, adults learn languages, and researchers fight HIV/AIDS. Gamification
is especially powerful in motivating behavior change. Games help people become more fit, lose
weight, stop smoking, report pain when being treated in the hospital, work safely, improve
their credit, plan their retirement, give to charity, and fight world hunger. Most notably for this
report, a number of games have been developed that motivate consumers to live sustainably,
recycle, and save energy.
So far, the evidence suggests that games actually are able to encourage positive behavior
change. Several studies of individual game mechanics have demonstrated that they significantly
influence behavior. Anderson et al. (2013) developed a model of how badges influence behavior
that accurately predicted user actions on the question-and-answer website, Stack Overflow.
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They found that badges are a powerful motivational tool and that users are willing to put in a
significant amount of work to attain them. Another study found that introducing points and a
meaningful framework to the simple task of annotating images motivated participants to create
a greater number of higher quality annotations (Mekler et al. 2013). A third study, a recent
review of 24 research papers on gamification, found that “According to a majority of the
reviewed studies, gamification does produce positive effects and benefits” (Hamari, Koivisto,
and Sarsa 2014).
Gamified solutions are a recent phenomenon. The clumsy word gamification first became widely
adopted in 2010; in 2011 it was on the U.S. shortlist for the Oxford dictionaries’ word of the
year.1 At the end of that year, Gartner predicted that 70% of Global 2000 companies would have
at least one gamified application by 2014, 25% of all business processes would be gamified by
2015, and gamification would become a $2.8 billion business by 2016 (Gartner 2011a; 2011b).
Gartner tempered this exuberance a year later, cautioning in 2012 that “gamification is currently
being driven by novelty and hype” and that poor design would doom 80% of currently
gamified applications to fail to meet business objectives (Gartner 2012). Nevertheless, in January
2014, IDC Energy Insights estimated that by the end of the year, utilities would spend $13.5
million on gamification worldwide, rising to $65 million in 2016. By then, 60% of “progressive”
energy retailers would be using at least one gamified solution (IDC 2014).
Clear goals and rule of play, whereas in the real world goals can be murky and rules
selectively applied
A compelling storyline (“Underdog wins!”) compared to the miscellaneous, disconnected
activities of everyday life
Short-term challenging but achievable tasks, whereas real-world challenges are often long-
term and insurmountable
Quick feedback compared to the real world’s slow feedback cycles (think annual
performance reviews) (Gartner 2011a)
Although gamified solutions share these characteristics with all games, including videogames
like Angry Birds, we should be careful to distinguish such solutions from rewards programs on
the one hand and videogames on the other. Rewards programs (e.g., frequent flyer miles)
engage people by promising them a tangible reward in exchange for some action. Customers
are motivated to engage because they will be compensated. Videogames are at the opposite
pole. People play them to have fun and be entertained and challenged; simple enjoyment is
their payback.
1 http://blog.oup.com/2011/11/squeezed-middle/.
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Although gamified solutions share some of the same mechanics as videogames (e.g., challenges,
feedback, and points), they are fundamentally different. Whereas a videogame is designed to
entertain its players, gamified activities are meant to motivate and help the players to perform
real-world actions. When videogame players capture an alien spacecraft, that victory is not in
service of anything else except (probably) more of the same as the game continues. In an energy
efficiency game, players may have adventures and rack up the highest scores, but those
achievements are not ends in themselves but a means of encouraging them to save energy.
Figure 1 illustrates the distinctions between gamification, videogames, and reward programs.
Another way of putting this is to say that whereas fun is the whole point of videogames, it is
simply another way of achieving the whole point of gamification, which is to motivate and
encourage people to do something. Gamified solutions use fun to keep players engaged. As
Volkswagen’s videos on Fun Theory make clear, fun is one of the most powerful tools we can
use to motivate positive behavior change. Figure 2 gives a small taste of one of the Fun Theory
projects, but you should visit the site and watch the videos to get the full idea.2
2 http://www.thefuntheory.com/.
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Methodology
In late 2013 ACEEE published its Field Guide to Utility-Run Behavior Programs, a survey and
analysis of over 300 programs in utilities across the country (Mazur-Stommen and Farley 2013).
One of the 11 broad categories the researchers discussed was games. The current study zooms
in on that single category, describing and analyzing 22 game-based solutions that either are or
could be part of an energy efficiency program. It is aimed at developers who want to know
more about including games in their offerings. Whether they have never tried a game but are
considering one, have used games before but would like to learn more, or even just want to see
what is going on in the industry, this report can help them with future decision making.
We collected information on 53 games for this study, all of them meant to influence behavior
around energy efficiency and sustainability. The earliest game we found in this space dates
from 2007, with the majority arriving on the scene after 2010. We conducted most of our
research online, where we found a rich store of information provided by utilities, third-party
game developers, analysts, and others. In addition we accessed the archives of the Behavior,
Energy & Climate Conference (BECC), which has presentations on games and their results
dating to 2007. Beth Karlin, director of the Transformational Media Lab at the University of
California, Irvine, also shared her dataset. Where current contact information was available, we
sent data requests to game publishers and administrators.
We conducted telephone interviews with Raj Shukla of Cool Choices, Nicholas Lange of
Vermontivate, and Ian Bogost, professor of games at Georgia Institute of Technology and
author of the book, Persuasive Games: The Expressive Power of Videogames. We spoke with Raj and
Nick about their roles as game designers and implementers, going into the history behind their
games’ creation, and how they came to decide that a game made sense for achieving their goals
of energy saving. Our conversation with Ian Bogost focused on larger questions about the
nature of games, why game mechanics work, and what games do that media cannot.
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Working our way toward the center of our topic, we found a number of interesting gamified
solutions in areas such as recycling and alternative energy. These included GB Recycle, Trash
Tycoon, and SunPower. These games might provide some ideas that energy efficiency program
developers could apply to their own solutions. Next (but still outside our focus area) were a
large number of games that have at least a peripheral energy efficiency component. These
included simulations like SimCity Edu, educational solutions like Ludwig, and children’s
games like Eco Ego, Energy Elf, and Unplugged (in French, Lachez Prise).3 Although these
games may lead their players to actually save energy, they do so only indirectly, since real-
world actions are not part of the game.
Moving to the innermost ring, we encounter a number of games that do encompass energy
savings in their play space and so are included in this study but that (as far as we can tell) have
not yet been incorporated into customer-facing utility energy efficiency programs. Some of
them are sponsored by utility-funded organizations (e.g., Vermontivate and Carbon4Square),
but many are not; the WeSpire games, for example, are commercially developed and marketed
to particular non-utility clients. It is not until we reach the bullseye that we find gamified
energy efficiency solutions that utilities have actually deployed to customers, either alone or in
collaboration with third-party providers.
In the next section we describe and analyze 22 gamified solutions from the bullseye and the
innermost ring. We have chosen these games from among many others to illustrate the range of
3Other simulations and educational games with an energy savings component include Climate Defense, EnerCities,
ElectroCity, Energy City, Energyville, Eskom Energy Planner, Power Matrix, and Power Planets. See Appendix B.
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possible game types and to feature what seemed to us to be the most innovative, substantial,
and successful solutions. They include:
Games in which players undertake and are rewarded for a range of energy savings
activities
Energy savings challenges in which players compete, either individually or on teams, to
save the most energy during a particular time period
Games that employ real-time granular data on players’ energy use as feedback for their
actions
Games that make extensive use of virtual worlds
We used a number of questions to guide our discussion of the games, not as an organizational
template for every case study (which would get monotonous), but as a background analytical
framework. We use this same framework more overtly in the Discussion and Recommendations
section that follows the case studies. We should note that for many of the games we lacked the
data to answer a number of the questions, sometimes because we were not privy to the
developers’ decisions, and sometimes (especially in the case of achieved energy savings)
because insufficient data existed.
Provenance. Who are the developer, implementer, partners? Is this a pilot or a full deployment?
What are the implementation dates?
Business objectives and desired outcomes. Why has the utility or other implementer deployed the
game? What does the game achieve from a business perspective?
Target audience and their goals. Who is meant to play the game, and what personal goals can the
game help them achieve (e.g., a lower energy bill)?
Target behaviors and metrics for success. Exactly what real-world actions does the developer want
the players to take? What are the desired quantified results?
Play space. Does the game take place solely in the real world, solely in a virtual world, or in
some combination of the two? Is it smartphone enabled?
Progress path, levels. What is the players’ progression from initial achievements to greater
challenges and mastery?
Triggers. What reminders and calls to action prompt players to continue on their journey?
Player engagement model. Do players interact only with the game, or also with other players? If
the latter, do they play in teams?
Data-based feedback. What quantified data do players receive about their progress, and at what
intervals?
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Achievements and rewards. What actual and virtual rewards and recognition do players receive,
and for what achievements?
Social dimension. Does the game use social norms (not wanting to be out of step with our
neighbors) to motivate player behavior? Does it use social media to amplify achievements or for
other purposes?
Intrinsic versus extrinsic motivation. Does the game motivate players to change their behavior for
intrinsic as well as extrinsic reasons?
Results. What results—energy savings, other quantifiable results, and changes in players’
behavior—have been documented?
Table 1 summarizes the characteristics of the 22 games featured in the case studies.
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Running for six months, iChoose involved 220 Miron employees out of a total of 330. Players
received a new deck of action cards every month, with each card featuring a specific
sustainability-focused action. Each month had a theme: household energy (electricity and
natural gas), transportation, water, waste, and indoor environmental quality. Energy was the
theme for May and October (McClure 2013).
Each month’s set of actions was divided into four categories based on the type of action: step,
leap, focus, and create. Steps were one-time (but repeatable) actions such as “Turn off the
lights,” for 5 points. Leaps were habitual actions such as optimizing car tire pressure, for 25
points. Focus actions such as “Explore how your home uses electricity” (also for 25 points)
encouraged investigation, learning, and discovery. The Create category asked the players to
innovate and develop a repeatable new practice such as devising a new way to share seldom-
used items (e.g., camping equipment), for 50 points. In general, iChoose gave more points for
actions that were more difficult (requiring more time and/or resources) or that yielded greater
emissions reductions. Air sealing and insulating one’s home were worth 150 points. (McClure
2013; K. Kuntz, executive director, Cool Choices, pers. comm., December 30, 2014). Figure 4
shows cards from all four categories.
There were 58 predetermined actions, one per card, but players were also encouraged to expand
beyond the 58 by creating their own activities, by educating themselves about sustainability
issues, and by documenting their actions through photos, stories, or videos. Documenting an
action earned bonus points ranging from 20 for a photo to 250 for a video (McClure 2013).
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Cool Choices maintained a website where players could log their actions to receive points,
follow a leaderboard, and see updates from their coworkers. The website also offered links to
fact sheets and other educational resources about sustainability.
iChoose offered both individual and team competitions, with employees divided into six teams.
Monthly cash prizes ($100, $75, and $50) were awarded to the top three finishers, and raffles
awarded $25 to any two people who had completed actions that week. At the end of the game,
Miron gave the four winning teams grants that they could donate to charities to support
sustainability-focused initiatives of their choice (McClure 2013).
Since its pilot program with Miron Construction, Cool Choices has implemented 10 additional
workplace games across manufacturers, law firms, public agencies, meat processors, and a
university department. It has also built a customizable web-based game platform with
administrative tools for local partners and has adjusted game lengths, team composition, and
prize strategies. Using the Cool Choices platform, all players within a workplace community
can see the actions reported by others. Players may also respond to queries or submit photos
that appear automatically in the game’s social stream (Cool Choices 2014b; K. Kuntz, pers.
comm., December 30, 2014).
Over 4,000 individuals have played Cool Choices games to date, with one game having 959
players. The law firm had a 70% participation rate; the manufacturers, 25–50%; and the public
agencies, 10–40%. In late 2014, Duke Energy began offering selected commercial customers
access to Cool Choices games as part of Duke’s energy efficiency programming (K. Kuntz, pers.
comm., December 30, 2014).
Game costs are based on level of customization and the target population size. Energy savings
vary by region. Based on the ECW evaluation and other data, Cool Choices estimates that
players in its Midwest games save an average of 390 kWh of electricity, 10 therms of natural
gas, 20 gallons of gasoline, and 645 gallons of water (K. Kuntz, Cool Choices, pers comm.,
October 6, 2014).
WESPIRE
Formerly known as Practically Green, WeSpire rebranded and rebuilt its platform in 2013 to
extend beyond environmental issues and include “health, citizenship, responsibility, and other
positive impacts that businesses—and people—can have” (WeSpire 2014a). Working with
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WeSpire has worked with clients such as eBay, MGM Resorts, Sony Pictures, and McDonald’s
(WeSpire 2014b). It also has developed consumer-facing games for the NBCUniversal Green Is
Universal program and for a partnership with EnerNOC, a provider of energy intelligence
software for enterprises (L. Mason, marketing coordinator, WeSpire, pers. comm., January 2,
2015).
Although the WeSpire platform is customized to suit the client’s goals for its employees, it relies
on a standard strategy and set of game mechanics: points, achievements, teams, leaderboards,
and levels (Taylor 2014). For example, if a company wanted to encourage its employees to
reduce gasoline consumption, players might receive a list of actions with associated points:
Actions are both one-time-only and repeatable. Since the goal is to turn positive actions into
habits, players can earn points multiple times for the repeatable actions (e.g., take public
transportation), but only up to a certain number of repetitions. Once an action has become
habitual, that action is closed. As players complete additional actions, they move up in levels,
which range from 1 (lowest) to 10 (highest). To advance through the upper levels requires more
points than to advance through the lower ones; e.g., it is harder to go from level 8 to 9 or 9 to 10
than to go from 1 to 2.
Players can also divide into teams based on criteria appropriate for the company (interest,
department, and so on) and watch their point totals grow together. Leaderboards track the top
performers. While WeSpire does not (yet) link to a preexisting social media platform like
Facebook, it has a social feature of its own, where players can report on their actions with text or
photos and track other players in real time (figure 5).
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For the employer commissioning the game, WeSpire aims to supply abundant analytics using
two main tools: a dashboard and a return-on-investment (ROI) calculator. The dashboard tracks
and measures players’ actions over time, while the ROI calculator quantifies the impact of these
changes in terms relevant to the client. For an energy challenge, these would be energy/fuel
saved, emissions prevented, water conserved, waste prevented, and trees left standing.
WeSpire bases its ROI calculations on “reliable, third-party academic, government, and
nongovernmental sources” (WeSpire 2014c). It can also factor in life-cycle data when
appropriate (e.g., reducing meat consumption will also save energy and water from reduced
livestock feed).
WeSpire offers both web-based and mobile applications that can be customized to meet a
client’s needs. It could likely incorporate extrinsic rewards (e.g., gift cards) into the game at the
client's request.
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$1 million (about $250 per participating employee) while reducing their environmental impact
in the following ways:
ECOINOMY
Based in the United Kingdom, Ecoinomy is another workplace-focused program designed to
encourage sustainable behaviors among employees. Ecoinomy frames incentivized actions such
as double-sided printing in terms of both sustainability and financial savings for the employer.
The game aims to create a “virtuous circle of rewards” by rewarding employee behaviors with
donations to good causes of their choice (Grbac 2014). Ecoinomy’s social media platform is
called “the eco.system.” When employees complete qualifying actions (e.g., printing in black-
and-white instead of color), they log them on this platform and earn virtual currency called
e.coins. Employees can also form teams, called guilds, based on a desire to donate their e.coins
to the same charitable cause. A leaderboard reports the rankings of the guilds (Fortune 2011).
VERMONTIVATE
Vermontivate is a team-based game that runs for six weeks, during which the players compete
to accrue as many points as possible for completing a variety of sustainability-focused actions.
The game was originally created by Kathryn Blume, an environmental activist and artist, and
Nick Lange, an energy efficiency consultant with the Vermont Energy Investment Corporation
(VEIC), which sponsored the 2012 pilot game (VEIC 2014). Audubon and Toyota funded initial
technical development (Vermontivate 2014a). The game has also received financial support
from numerous local foundations and grantors (Vermontivate 2014b).
Vermontivate is played in teams formed by Vermont towns or schools. People living outside
Vermont can join a town team; for example, a resident of Massachusetts with friends or
relatives in Vermont could still help them accrue points and win. In 2012, the game attracted
225 participants from 31 towns (VEIC 2014).
A new set of challenges is announced to all Vermontivate players every week. Each week has a
different theme: team-building, food, energy, transportation, capital, and future action.
Invoking Vermont’s agricultural heritage, five fun and whimsical animal game masters
announce the weekly challenges (figure 6).
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Weekly challenges are ranked as easy, medium, hard, or wildcard (an action created by the
player to suit his/her circumstances). An easy challenge might be using reusable grocery bags
or turning out the lights, while a hard challenge might be completing a whole-home insulation.
Vermontivate has a fairly complicated scoring system: players can receive anywhere from 1
point for just signing up to 500 points for being selected player of the week. Team scores are
calculated by adding up a team’s total points and dividing by its number of players.
Vermontivate also has a more detailed algorithm intended to calculate the relative “quality” of
team performance (Vermontivate 2014d).
Vermontivate is not only about bottom-line energy savings but also about raising awareness
and encouraging reflection about environmental problems. The game aims to encourage as
much sustainability-focused activity as possible, and the organizers are eager to reward
creativity (Vermontivate 2014e). The scoring system seems deliberately flexible in order to
encourage and reward such creativity. While the game rewards quantifiable changes such as
reducing electricity consumption or vehicle miles traveled, it is equally supportive of actions
that are creative, educational, or awareness raising. Thus, in addition to earning points for
actions like using reusable grocery bags or combining car trips to save gas, players can also earn
them for writing a song related to the environment or assessing whether or not to start a home
garden (Vieira 2013).
Additionally, besides earning points for completing challenges, players can also earn them for
submitting a Moment of Play, a post to the Vermontivate website of writings, photographs, or
films about their actions (50 points each). Points are also awarded for posting sustainability
events to the community calendar, or posting a report on an event one has attended.
Extrinsic rewards in Vermontivate are relatively minor, which reinforces the impression that the
game is largely about building community, creativity, and environmental awareness. The
winning town receives an ice cream party from Ben and Jerry’s, and the winning school receives
a six-foot teddy bear from the VT Teddy Bear company. There is also a mid-game prize of a free
energy audit offered by the Energy Co-Op of Vermont (Vermontivate Blog 2014). Potential
winners of the audit are nominated for being good team players, and then one is chosen at
random.
Vermontivate has been played three times since its initial launch in May of 2012. After the 2013
game, 75% of players said they wanted to play again, and just 5% said they would not.
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In the 2014 game, 711 players from all 14 counties in the state (59 towns, and 8 schools)
completed 4,673 challenges. The schools division was particularly active in 2014, with many
teachers incorporating Vermontivate into their science curriculum and using it to teach reading
comprehension and writing. (VEIC 2014; N. Lange, VEIC, pers. comm., December 31, 2014).
take it even further and unplug unnecessary appliances, TVs, computers and cell
phone chargers . . . . Instead enjoy the time with family or friends over a game or
candle-lit dinner. Go for a walk and enjoy the stars. Put a glow stick on your
dog’s leash and take him along. . . . (FortisBC 2009)
One city in British Columbia, Castlegar, turned Earth Hour into a competition to see which
neighborhood could boast the most residents with their lights off. FortisBC committed to
monitoring their energy savings (FortisBC 2009).
POWER AGENT
Power Agent was a Swedish pilot project implemented in the spring of 2008 with funding from
the Swedish Energy Agency. Two teams, each comprised of a family with teenagers, competed
for 10 days to achieve the greatest relative reduction in electricity consumption. Each team lived
in a different small Swedish city. An automatic meter reading system collected real-time data on
household electricity use.
The game was played on mobile phones. Each day, a boss called Mr. Q announced a mission to
all players (called power agents) via their phones. The mission lasted several hours, usually
from 5 p.m. to 10 p.m. (hours of generally heavy electricity use). Each mission had a theme:
lamps, kitchen, entertainment equipment, heating, washing and cleaning, and showering and
bathing. Players had to cooperate with family members to reduce their electricity use; they
received clues through their phones such as “Unplug wall sockets to prevent the DVD or the
stereo from using electricity when not in use.” At the end of the game, all players received a
summary from Mr. Q on their phones, which included not only their 10-day performance
record, but also the potential energy and financial savings if they continued the same behaviors
over an entire year (Gustafsson and Katzeff 2009).
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JOULEBUG
JouleBug, by Cleanbit Systems, is an application designed to promote sustainability-oriented
actions and behavior changes. The app aims to make it easy, fun, and gamelike to save energy,
water, and other resources. The user, playfully called a JouleBug, downloads a free app to a
smartphone, tablet, or computer, and sets up a profile. The profile asks for basic data about the
user’s home (square footage, age, type of heating, and so on) to improve the accuracy of energy
and financial savings calculations. JouleBug can connect to and import data from some utility
accounts. The app and website both have a professional and appealing aesthetic, and are clearly
designed for a generation of young users accustomed to sleek and attractive app designs and
graphics.
After downloading the app and filling in as much or as little of the profile information as you
can or want to (one can always return later), you are ready to play JouleBug. The basic process
is simple: JouleBug offers at least 94 separate achievements, or actions that contribute to some
aspect of sustainability across multiple categories (see Appendix A). Users can sort
achievements by name, location (home, office, transportation), cost (free to most expensive),
benefit (water, energy, land, oil), or frequency (daily, weekly, monthly, special). This allows
them to identify those achievements most relevant to their lifestyle or interests.
When you complete an action such as replacing a burnt-out incandescent light bulb with a CFL,
you “buzz” that action by clicking on a little icon that represents it. These icons are called pins,
and, for some users, may recall Girl Scout or Boy Scout achievement badges. To earn these pins,
you have to buzz them a requisite number of times. For example, every time you use your
reusable mug or grocery bag, you buzz the associated pin. Occasionally, for a major action (such
as caulking all the leaks in your house), you earn the pin with only one buzz. Although they
have no real-world value, the pins are fun and aesthetically appealing (figure 8), tempting
players to collect more and more of them by completing more and more sustainability actions.
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Buzzes also earn points that are correlated with “the impact the action has on your wallet and
the environment” (iTunes Preview 2015). The more you repeat an achievement (using your
reusable mug every day, putting on a sweater instead of turning up the thermostat), the closer
you get to earning a virtual trophy for your trophy case. The more trophies you earn, the higher
you climb up the JouleBug leaderboard, potentially outdoing your friends, neighbors,
coworkers, and so on. Your profile tracks your points, history, trophies, and savings.
JouleBug quantifies the yearly results of each achievement pin in terms of relevant savings:
usually in terms of kWh, kilograms of CO2, or dollars. Sometimes the savings are materials-
based: pounds of paper saved by opting out of credit card offers or catalogs, gallons or
bathtubs-full of water saved by shorter showers. Sometimes the savings are (humorously)
intangible: 15 headaches and 250 stressful days saved by sharing the road with bikes and
pedestrians. One of JouleBug’s stated objectives is to get people thinking about sustainability.
Educating users about the real-world impacts of seemingly small actions is certainly a step in
this direction.
Although an individuals or households can use JouleBug to track their own sustainable
behaviors in isolation, the earning system of pins, badges, and trophies is clearly designed to
encourage friendly competition. This is where the social aspect of JouleBug comes into play.
JouleBug is set up so that the buzzing of a pin can automatically be shared through Facebook or
Twitter (“for social media bragging rights”), although you do not have to use any social media
platform (JouleBug 2015c). To engage the competitive aspect of the game, JouleBug users can
join an existing challenge as an individual or member of a team, or can create their own
challenge in their neighborhood or community. The social media connection also enables users
to follow their friends, and hopefully be inspired and motivated by their achievements.
JouleBug offers both free and fee-based products for groups or organizations. Individual
accounts are free, as are small-group Nests, which facilitate a small-scale competition. Although
JouleBug does not offer tangible prizes, challenge organizers can choose to do so, for example,
by inviting players to exchange pins for gift cards. Community accounts also include an
analytics report with data on how the group performed: most frequent achievements, user
count, buzz count, time-of-day usage statistics, and so on, all of which can help the organizers
to measure the impact of the challenge.
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JouleBug can also host larger-group, fee-based contests, called (in increasing order of size)
Swarms, Hives, and Colonies. The last of these is a customized, branded app with localized
content rather than the standard JouleBug interface.4 Fee-based products can highlight the
achievement categories and priorities most important to the client organization (e.g., water,
waste, or transportation). Notifications can be used as triggers to remind members of important
events like peak energy-demand periods.
The second major part of the campaign was a contest called Be an Energy Rock Star, in which
PSE customers competed to reduce their household energy use during the month of October.
The winning family received a $7,500 Lowe’s gift card for reducing its consumption by 94%,
beating the runner-up by 8%. The winners’ actions were probably too austere for long-term
sustainability: they included unplugging all but the most essential appliances, using solar
flashlights inside their darkened home, and cooking outside. Still, these draconian measures
captured media attention (Bellevue Reporter 2009).
Ultimately, PSE beat its CFL-distribution goal by 25%. The utility distributed 511,543 bulbs to
25,000 households and gave away $45,000 in total prizes (BusinessWire 2009). Rock the Bulb
also won the Silver Anvil Award from the Public Relations Society of America and helped PSE
win the title of ENERGY STAR® Partner of the Year (ENERGY STAR 2014).
4JouleBug has developed customized apps for the city of Houston, the city of Austin, the University of Texas, and
Texas A&M University.
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goal of this contest was to raise awareness of Palo Alto’s rebates for various energy-efficient
home upgrades, including not only LED lights but also ENERGY STAR appliances, solar water
heating systems, and solar panels (Selverston 2012).
Households competed in two categories: smallest energy footprint and greatest reduction as
compared to the preceding year. Rather than major changes like retrofits, new insulation, or
appliance replacements, participants were encouraged to use simple tricks and smart practices
to lower their energy consumption. These included actions such as turning off lights and
appliances when not in use, reducing the use of ovens, using programmable thermostats, and
closing windows and shades on hot summer days (Hussain 2014).
Participants received monthly updates that reported per-capita kWh usage based on the
household’s monthly ConEdison bill. The updates also contained seasonally appropriate
energy-saving tips. The competition shared further information via a Facebook group (Bard and
Kessler 2011).
The monthly update gave the household’s ranking in relation to the other competitors in the
two contest categories. Reduce the Use added a fun new dimension to this strategy by including
Councilman Lander’s ranking on every household’s monthly report. For example, during one
month Lander was 67th in the smallest footprint competition and 148th in the biggest reduction
category.
A newsletter also accompanied each month’s update, in which Lander wrote “Brad’s Blog,”
updating his constituents on his own energy-saving improvements and challenges. For
example, he reported on efforts to reduce vampire plug loads in his home, and on the addition
of his daughter’s energy-hungry fish tank. The newsletter also gave useful information on
topics like appliance recycling and home energy tax credits.
Contest winners achieved impressive results: the winner in the biggest reduction category
reduced their kWh/person usage 49% from the previous year. The winner of the smallest
footprint category used a yearly average of 213.8 kWh/person. Overall, participating
households reduced energy use by 4% (Bard and Kessler 2011). The program did not track the
persistence of savings beyond the pilot period.
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The platform for the springtime challenge was Facebook, while the platform for the winter
challenge was Opower’s Facebook app (see below) branded with SMECO’s logo. For both
challenges, use of a Facebook account was required in order to participate (SMECO 2013; 2014).
For the winter challenge, Opower calculated energy use reduction and SMECO identified the
winners (SMECO 2013). SMECO used email, Facebook posts and ads, digital banners, the
SMECO web page, and promotional flyers to promote both challenges (Zandt 2014).
The social normalization potential of these games seems to have been underused. Although the
SMECO website has a home energy reports link where customers can see their usage patterns
and compare their usage to similar homes (based on proximity, size, type of heating),
households could not compare themselves to other contestants until the end of the spring
challenge. During the winter challenge, players could only compare themselves to members of
their own team.
The springtime challenge offered various prizes. First place won a $1,000 Sears gift certificate
for the purchase of any ENERGY STAR certified Kenmore appliance, two second-place winners
received energy efficiency kits valued at $200, and eight third-place winners won energy
efficiency kits valued at $45. Kits contained weather stripping, CFLs, faucet aerators, and more.
For the winter challenge, individuals (one from each team) with the greatest percentage
reduction in electric use received a $200 Visa gift card. (Compare this to the energy-focused
prizes awarded in the spring challenge.)
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Organizers report that 201 customers participated in the springtime challenge, and 76 (or almost
38%) achieved the 3% reduction goal. The top 11 achievers saved 27% compared to their
previous-year baseline, and the first-prize winner reduced his use by 54% (SMECO 2013). Only
22 customers participated in the winter (Hometown Spirit) challenge, but the top 4 saved more
than 30% compared to their previous year baseline. Organizers hypothesized that launching the
challenge during the holiday season—in contrast to the springtime launch of the first SMECO
challenge—might have compromised participation (Zandt 2014).
Participants in the springtime challenge saved a total of 50,098 kWh excluding customers who
used more energy compared to their 2012–2013 baseline, and 29,233 kWh including those
customers. The winter challenge savings amounted to 16,864 kWh excluding customers who
used more energy compared to their 2012–2013 baseline, and 2,056 kWh including those
customers (Zandt 2014). We found no data on the persistence of savings beyond the challenge
periods.
The six original participating towns included communities of different types: urban and rural,
large and small, and geographically diverse. The Climate and Energy Project recruited local
leaders to serve as organizers and representatives of the competition, drawing on churches,
schools, low-income neighborhoods, Chambers of Commerce, the agricultural sector, and so on.
An estimated 10,000 people participated in the challenge, more than 10% of the eligible
population in the six towns (Fuller et al. 2010).
The Kansas Take Charge Challenge involved two competitions, one based on actual kWh
savings during the year of the contest (2009–2010), and the other based on predicted long-term
savings stemming from measures like upgrading appliances and completing home energy
improvements. In the first competition, since the competing towns were so different, they were
compared not with each other but with geographically and demographically similar towns that
were not participating in the challenge and therefore making no conscious effort to improve
their energy efficiency (Fuller et al. 2010).
A major component of the long-term savings competition was a lighting challenge. Players were
encouraged to replace as many incandescent bulbs as possible with CFL bulbs, and to log these
replacements on a website where they could track their progress in relation to other players and
towns. The website presented real-time data and allowed players to see both individual results
(player names and the number of bulbs they had replaced) and town rankings.
Since many residents of the participating towns did not own computers, word-of-mouth
became just as important as the challenge’s website. Local media—particularly radio and
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television—helped promote the contest and raise awareness of its successes by showcasing
personal stories of energy saved and homes audited (Fuller et al. 2010).
Other actions that were factored into each town’s predicted long-term energy savings were the
installation of programmable thermostats, enrollment in the Weatherization Assistance
Program for eligible homeowners, and use of appliance and HVAC rebate programs sponsored
by local utilities. Households were also encouraged to take advantage of home energy audit
offers. The predicted long-term energy savings of these actions contributed to each player’s
individual score and to each town’s overall score (Fuller et al. 2010).
In addition to these specific recommended actions, towns were encouraged to be creative and to
devise their own energy-saving challenges. One school, for example, had its students compete
in a Halloween “vampire hunt,” during which they identified (and presumably modified)
electricity-draining vampire loads in their homes. The winning classroom received a pizza party
as a reward.
Although the winning communities also received prizes, Program Director Jackson believes
they would have been just as competitive without extrinsic rewards (Fuller et al. 2010).
Relative to its control town, the winning town in the kWh competition reduced its energy
consumption by 5.5% during the course of the year. The winning town in the second
competition saved an estimated 3.7 million kWh per year from longer-term changes such as
weatherization and appliance upgrades (about 2.5% of the town’s total electricity use). Overall,
the participating towns saved a combined 6 million kWh in one year, plus an additional
predicted 7 million kWh spread over many years from long-term measures (Climate and
Energy Project 2010). There were also 112 energy audits and 300 new households joining the
Weatherization Assistance Program as a result of the contest (Fuller et al. 2010).
The challenge also resulted in unanticipated savings. For example, in one school district, the
superintendent realized that two physically identical schools were using drastically different
amounts of energy. After adjusting janitorial practices and thermostats in the less-efficient
building, that school ended up saving $42,000 annually (Fuller et al. 2010). Such a discovery and
change might not have occurred without the impetus of the competition.
Across the six towns, the program cost approximately $170,000 including about $75,000 of staff
time, $75,000 in prizes and other direct expenses, and $20,000 in costs incurred by participating
local utilities (Fuller et al. 2010).
ENERGY SMACKDOWN
Similar to the Kansas game, Energy Smackdown was a year-long pilot competition held in 2009
between three teams from the Boston-area neighborhoods of Arlington, Cambridge, and
Medford. Approximately 100 households joined the teams, vying in both individual and team
competitions. Saving electricity and heating fuel were two of the six areas in which players tried
to reduce CO2 emissions. Program staff estimate that, on average, participating households
reduced annual electricity use by 14% and annual heating fuel consumption by 14%, although it
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is unclear how these estimates were derived. The program cost about $200,000 (Fuller et al.
2010).
The emphasis of the challenge was on behavioral modifications within existing home
environments rather than technological fixes such as appliance replacement. As Wyllys Mann,
ACE’s director of operations, explained, “it’s not about a new refrigerator . . . it’s about using
what’s in your house, better” (Elliott 2013). Each month, residents received a new workbook
guiding them through recommended energy-saving actions, ranging from reading their utility
bills to vacuuming their refrigerator’s cooling coils. Because of the workbooks, the program did
not rely on online communication, a potential advantage for older and lower-income residents.
The challenge also relied on word of mouth and local radio and television.
Being online did add a dimension to the challenge, however. Players were given a personal web
page that automatically imported and posted their energy usage data (only they could see this).
They could track their usage compared to preceding months as well as to the same month in the
previous year (figure 9).
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Figure 9. Chicago Neighborhood Energy Challenge personal web page. Source: Chicago Challenge 2014.
As shown in figure 10, participants could also compare themselves to other players and
compare their building’s performance to that of other buildings (Chicago Neighborhood Energy
Challenge 2014).
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Figure 10. Chicago Neighborhood Energy Challenge comparison page. Source: Chicago Challenge 2014.
Like the Kansas Take Charge Challenge, the Chicago Neighborhood Energy Challenge
effectively recruited and employed on-the-ground local community leaders who took
responsibility for answering questions and driving the message home to their neighbors
(Chicago Neighborhood Energy Challenge 2014). These building residents were able to connect
directly with their neighbors, which likely contributed to the relatively high rate of
participation. Over the course of the 6-month challenge, participants attended approximately 36
workshops, pizza parties, and other events designed to educate them about energy savings
through simple behavior changes.
Overall, the challenge awarded more than $45,000 in prizes. Buildings with a higher rate of
participation had a better chance of winning the $25,000 grand prize that they could re-invest in
an energy-related project. The second- and third-place winners won $7,500 and $3,500 for their
buildings; the top-saving individuals won $200 and $100 (City of Chicago 2014a). Monthly
prizes included passes for bike sharing, local museums, and ice-skate rentals at Millennium
Park (City of Chicago 2013).
Although the Chicago Neighborhood Energy Challenge’s initial goal was a 5–10% reduction in
electricity, gas, and water usage, the results were far better: the buildings achieved a 20%
reduction across all three categories as well as a $54,000 savings in utility bills (average of $110
per family). This 20% reflects a 5% savings on electricity, 10% on gas, and 45% on water. The
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winning building achieved 34% savings overall, second place saved 22%, and third place saved
19% (City of Chicago 2014a).
CARBON4SQUARE
Carbon4Square was a competition involving 85 commercial office buildings in the Portland area
in 2010 and 2011. Any building over 20,000 square feet was eligible to participate. The contest
had begun as the Office Energy Showdown in 2006 and became the Kilowatt Crackdown in
2012 (Building Performance Partnership 2014).
The Carbon4Square Building Efficiency Challenge officially began in October 2010. The
challenge was sponsored by the Building Owners and Managers Association of Portland
(BOMA) and was also supported by partnerships with the Northwest Energy Efficiency
Alliance (NEEA), the Best Business Center, the City of Portland’s Bureau of Planning and
Sustainability, the EPA ENERGY STAR program, the City of Portland’s Office of
Transportation, and the Energy Trust of Oregon (Carbon4Square 2014a, 2014b).
The name Carbon4Square refers to the four main drivers of carbon emissions: “watts, water,
waste, and wheels”:
The goal of the competition was to earn as many points as possible out of a maximum total of
100, based on reducing emissions across the four categories of watts, water, waste, and wheels.
Participants tracked and recorded their emissions in these four categories during both years of
the contest, and performance assessment was largely based on improvements from one year to
the next. Buildings also had the option of participating only in the energy—watts—category.
Carbon4Square buildings had to complete benchmarking during the first few months of the
competition in order to establish a baseline for comparison after making improvements. Much
of a building’s score was tied to improvements in its EPA benchmark rating and ENERGY
STAR rating. Participating buildings were assigned a 4Square Coach, a liaison to the program
(and NEEA consultant) who helped them with benchmarking and data collection. Competitors
could track their progress through an online status board, but this showed only whether they
had completed basic contest requirements like benchmarking, and not actual building
performance data.
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improvement, with the goal of changing operating procedures over the long term, not just
during the one-year contest period.
Another notable learning opportunity was the Carbon4Square Playbook: “a quick, strategic
sustainability plan for your building. The intent of the Playbook is to help you think through
and prioritize your sustainability initiatives over the next 2-3 years” (Carbon4Square 2014e).
Participants were to use a Playbook template and work with their 4Square coach to outline their
goals according to the watts, water, waste, and wheels framework.
Data were collected through the end of December 2011 and submitted through March 2012
(Carbon4Square 2014c). A panel of jurors evaluated and ranked the contestants using their
emissions scorecard and their ENERGY STAR ratings. The grand prize winner—KG Investment
Management in 2011—was designated “The Carbon Samurai” and awarded a trophy of the
same name (Building Performance Partnership 2014; Carbon4Square 2014d). There were several
other award categories as well that did not include tangible prizes.
As the contest’s website advertised, the rewards of participation also included the recognition
and satisfaction of demonstrating a commitment to sustainability, personalized coaching,
technical support for ENERGY STAR benchmarking and other audits, the development of a
sustainability playbook for the future, access to educational opportunities, and inclusion in
Portland’s sustainability community.
The inaugural Kukui Cup took place in the fall of 2011 and lasted three weeks, from October 26
through November 7 (Brewer 2013). The researchers developed two open-source software
infrastructures for the game: Watt Depot, which they used to collect, store, analyze, and
visualize electricity data, and Makahiki, a platform (including a website) for the competition
that could eventually be customized for other organizations’ energy challenges. Figure 11
shows a personalized Makahiki home page.
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Figure 11. Kukui Cup individual player home page. Source: Johnson et al. 2013.
The competition involved 4 dormitories of 13 floors each, all built in the 1970s. Each building
housed 270 students, for a total of 1,080 potential participants in the competition (Brewer 2013).
Ultimately, about 400 students competed (Johnson et al. 2013).
Teams of students, divided by dormitory floors, competed in two ways: first, to consume the
lowest absolute amount of electricity as a floor (the Go Low competition), and second, to
accumulate the most points based on their completion of a variety of sustainability-focused
activities (the Get Nutz competition). Only individuals could earn points, but they could pool
their points with those of their teammates.
The competition had three rounds, each lasting one week. Players could compete in one, two, or
all three rounds. Each round was a standalone competition, so that it was not a disadvantage to
compete, for example, only in Round Two. However, there was also an overall competition that
rewarded players who participated throughout the three weeks.
Prizes were awarded to the winners of each round, both to the dorm floor that saved the most
energy and to the individual who scored the most points. Raffles also served as incentives in
each round: players earned one raffle ticket for every 25 points and could choose which raffles
to enter based on potential prizes and their chances of winning as calculated by Makahiki.
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In the energy-saving competition, teams of students competed to reduce their kWh of electricity
use to the lowest level. The team with the lowest absolute electrical consumption in each round
won. (All the teams had head starts: given Hawaii’s temperate climate, the buildings did not
have central heating or air conditioning.) Usage was measured at approximately 15-second
intervals using Shark 200S meters from Electro Industries/Gauge Technologies (Brewer 2013).
These meters had online connectivity, allowing both researchers and students to see the data in
real time (figure 12).
Figure 12. Kukui Cup energy usage feedback. Source: Brewer 2013.
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The points-based competition was designed to influence student behavior and to improve
energy and environmental literacy (a priority of the Cup’s designers). Students earned points by
completing as many actions as possible from a list presented on the Makahiki website. The
website recorded students’ actions and gave them instant feedback in the form of points.
There were three types of actions: activities, defined as “one-time, verifiable actions,”
commitments, defined as ongoing, non-verifiable behaviors, and events, for which attendance
was required at a particular place and time (figure 13). There were 62 possible activities, 21
commitments, and 24 events (Brewer 2013, 60). (Some are listed in Appendix A.) Events
included a workshop on environmental careers where students could learn about various
energy and environment majors. This was one example of the Kukui Cup’s emphasis on
improving energy literacy (Johnson et al. 2013).
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Figure 13. Kukui Cup activities, commitments, and events. Source: Brewer 2013.
Activities earned between 5 and 50 points depending on their level of difficulty. For example,
one could earn 5 points for liking the Kukui Cup on Facebook or tweeting about it. One could
earn 10 points for watching a video about solar energy or replacing an incandescent light bulb
with a CFL bulb. A more challenging activity, estimating the total daily energy consumption of
one's room, earned 35 points. One had to complete easier tasks before advancing upward to
harder ones.
Ultimately, despite the competition's many successes, the experience of Philip Johnson and his
team with the inaugural Kukui Cup led them to question the design and assumptions of most
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collegiate energy competitions. They concluded that differing dorm configurations and team
sizes could prejudice fair rankings, baseline values might be grossly inaccurate, savings might
be inflated, teams that were already energy conscious before the competition were at a
disadvantage, and sustained behavior change was almost never measured and might not even
occur (Johnson et al. 2013).
Campus challenges are also held at the national level. For example, Campus Conservation
Nationals (CCN) is a competition sponsored by the U.S. Green Building Council, Lucid, the
National Wildlife Federation, and the Alliance to Save Energy (CCN 2015a). Colleges and
universities throughout North America are invited to compete for the highest percentage
reduction in electricity and/or water use. Schools sign up in the fall and then choose a three-
week period during the spring in which to hold their competition.
CCN involves two models: individual and group. In the individual model, buildings on the
same campus compete against each other. In the group model, schools compete against peer
institutions in their region (CCN 2015b). CCN offers a wealth of information and support to
students who want to participate in the competition, including a behavior change guide (CCN
2015b).
One other variation on the campus challenge model deserves mentioning: the Michigan State
University Green League. Unlike most campuses challenges, this one targets university
employees, not students. Teams of players complete sustainability challenges in the workplace
to earn points. Challenges include recycling toner cartridges and posting educational signs in
the office. At the end of the season, which may last about a month, the highest scoring team
wins $1,000, second place wins $750, and third place, $500 (MSU 2015a; 2015b; 2015c).
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Beat the Peak features both individual and team competitions, with monetary rewards
increasing in size according to the number of team members. There are three team-size
categories: 5-10 players, 11-25 players, and over 25 players (MVEC 2014b). Team energy savings
(as a percentage of reduced kWh) are calculated by combining the savings of all members.
Before the launch of the first Beat the Peak challenge, MVEC put up a webpage to explain the
program and illustrate to customers the many reasons they should participate. The page
features four fictional characters who represent the benefits of joining the competition and who
clearly reflect MVEC’s segmented target audience. Ellie is a busy mother of four who forms a
team with her church to win the $7,500 prize, which the church would use to buy a new sound
system. Chuck is an ultracompetitive bowler who forms a team with more than 50 people—
reaching them through Facebook and Twitter—because “the thought of someone else winning
the cash was more than he could stand.” Robert is a frugal energy enthusiast who already
checks his household’s energy use each day online; he plays as an individual mainly for
educational reasons. Finally Ed and Deb are a retired couple not interested in winning money
but wanting to do their part (MVEC 2014a). The Beat the Peak website also features a page
listing the “Top 10 Ways to Beat the Peak” (see Appendix A).
Each home’s energy use during the three months of the contest was compared to the same
three-month period of the preceding year. Recommended energy-saving actions included
weatherization of doors and windows, air sealing, adjusting thermostats, and changing to more
efficient light bulbs (Perez 2011). The players monitored their energy consumption in real time
using devices that were integrated with a social media platform, so that results were instantly
broadcast to all players. The data devices were developed by Tendril Networks and distributed
to players by San Diego Gas and Electric (SDG&E), while the social media application was
developed by Simple Energy.
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Throughout the competition, raffles awarded players with gift cards and iPads. The grand-
prize-winning couple won a laptop by reducing their energy use by an impressive 46% for a
family of three. The average savings of players who used Simple Energy’s gamified platform
along with the Tendril automated control device was about 20%. By comparison, those who
used only the Tendril devices saved 9% (SDG&E 2014).
As in the Biggest Energy Saver contest, players in this challenge had their daily energy use
compared to days during the previous year with similar weather. They earned points for each
day (called a Saver Day) when they used comparatively less energy. Anyone who earned a
Saver Day was eligible to win a gift card from that day’s raffle and to enter monthly drawings
for iPads. Players also earned points by recruiting friends to join the competition.
Some participants played on behalf of local middle schools. Students in these schools were also
encouraged to participate; the winning school recruited 69% of its population. Schools
ultimately won $26,500 in prizes (SDG&E 2013).
Using their SDG&E account website, players could see a graph of their hourly, daily, and
monthly energy use and check how their friends (and local schools) were doing on various
leaderboards (Reguly 2013).
Simple Energy has subsequently developed a personalized dashboard for use in similar energy
challenges. Players can see where they stand on a leaderboard and how their consumption
compares to others in their community. The dashboard can also show an appealing, colorful
picture of a house with tags attached to major appliances and systems (water heater, HVAC)
indicating how much they are costing the user per month (Simple Energy 2014c).
For the San Diego Energy Challenge, SDG&E estimated 6% overall energy savings during the
summer and 2% during the winter. On-peak demand reduction was 2.2% (Reguly 2013).
The user can log into Opower directly through a Facebook link on Opower’s website, or avoid
Facebook and work with Opower only. The non-Facebook option takes you through a simple
interface that asks basic questions about your energy bills and usage. The Facebook option is
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much more streamlined and user friendly. It walks you through four steps: signing in, creating
a home profile, connecting to your utility, and inviting five or more friends to compete.
With its Facebook integration, the Opower app is geared toward a younger audience that is
fully comfortable with social media and the sharing of personal information online. It may deter
some users who care about energy efficiency but who are not ready to broadcast their usage
data to their social networks—even though one can decline Opower’s invitation to “post to
Facebook for you.”
The app works most effectively when your utility has a contract with Opower, as usage data
can then be imported directly from your account. If your utility does not participate, then you
must go through the more tedious task of entering data directly from your utility bills, which
clearly requires more time and motivation.
One of Opower’s main features is to compare your home against similar homes. This can be
done without connecting to Facebook. You are asked for basic details about your home,
beginning with the cost of last month’s electricity bill. After saving this data, the app compares
your energy efficiency to comparable homes across the United States (figure 14).
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One potential source of inaccuracy here is that renters may be less likely than owners to know
about their home’s heating systems, and not all renters pay for heat and/or electricity. The
Opower app might not sufficiently accommodate these nuances.
Once logged in through Facebook, Opower asks, “Feeling competitive?” and offers a button
that you can click to invite friends. A Groups tab lets you form a group of friends, coworkers, or
neighbors, with the goal of promoting friendly competition. Once the group members sign up
and include their data, Opower produces monthly reports ranking each person or household
according to their energy usage.
A Ways To Save tab offers tips under the categories of appliances, cooling, heating, lighting,
water heating, and other. Clicking on each tip leads to further information: an explanation of
why the action is beneficial, estimated financial costs and benefits, and the amount of time
before the change will pay for itself. The explanations are fairly informative and detailed.
However, in contrast to games like JouleBug or Cool Choices, these actions are merely
recommendations; they are not linked to points, pins, badges, or other virtual or real rewards.
On the other hand, if you were using Opower to compete in a group, you could presumably
post or brag on Facebook about making energy-saving changes.
LEAFULLY
How many trees does it take to offset the carbon produced by the electricity you used last
month? This question is the foundation of Leafully, an app that tracks a customer’s energy
usage over time and shows its environmental impact in terms of trees. In 2012, Leafully won the
U.S. Department of Energy’s (DOE) Apps for Energy contest, which aimed to stimulate
innovative use of Green Button data.5
To begin playing Leafully, you download the free app to your smartphone, tablet, or computer.
The app has a simple, green-hued interface designed to reinforce the underlying tree concept.
As with the Opower app, you are encouraged, though not required, to log in through Facebook.
The Facebook connection makes the app more social, as it allows you to see what energy-saving
actions your friends are taking and to report your own achievements.
After setting up a Leafully account, which is quick and easy, you are invited to select your
utility from the list of 17 current partners. (The utilities are distributed across the country
although emphasis is on the West Coast.) This enables the automatic import of daily and
monthly usage data, which is critical to the Leafully experience. If your utility is not listed, you
can upload a file of Green Button data; however, it is unlikely that most users are familiar with
Green Button and could easily access their data files. This means that you would have to be
highly motivated and persistent to use Leafully with nonparticipating utilities, if this is indeed
possible.
5Green Button is an industry-led effort that provides consumers with real-time online access to their electricity usage
data.
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Leafully has a strong educational component, emphasizing environmental impact and climate
change to a greater extent than many other games in our survey. Whereas energy use is
generally presented to consumers in abstract units of kWh, Leafully represents it in terms of
something everyone can understand: trees. Its calculations are based on EPA’s measurement of
the amount of carbon a tree sequesters “from seedling to 10 years of age” (Leafully 2014).
The home screen (figure 15 below) displays data in six main categories: My Footprint, Alerts,
Usage for the current month, Trends, Peak Energy, and Sleeping Energy. These are quantified
with little green tree symbols when appropriate: a footprint of 32 means that last month it
would have taken 32 trees to offset your emissions from electricity generation. The Trends
screen shows you that your usage is down 5% compared to last month and 6% compared to last
year. Peak Energy shows your electricity consumption during hours of peak demand, and is
represented as five trees. Sleeping Energy is likely to be an eye-opening category for some
users: it represents the electricity consumed in the household 24/7 (such as by a refrigerator). In
this example it would take 19 trees to offset sleeping energy for just one month.
Another screen (figure 16) shows daily usage as a line graph for the entire month: the vertical
axis represents trees while the horizontal indicates the date.
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The currency of trees is also used in the app’s alerts (figure 17). For example, an alert for
Irregular Usage reads: “You used 3.4 trees last Monday. You typically use 2.0 trees on a
Monday.” Alerts can also be summaries: “You used 35 trees last month. You used 1.8 less trees
than the previous month” (iTunes Preview 2014).
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Leafully also has a calculator feature that enables you to calculate the energy savings and
environmental impact of changes to your home and transportation. For example, you can
calculate the trees saved by driving a hybrid or carpooling. A Ways to Save section gives
energy-saving tips, particularly for reducing sleeping energy consumption. There is also a
section where you can set goals and make pledges (e.g., reducing energy consumption by 10
trees next month).
Another Leafully innovation is that it can help you buy renewable energy certificates (RECs) to
offset your use of traditional energy sources. This reinforces the strong environmental theme of
the app. Leafully buys bulk RECs on the open market on behalf of customers, which is more
economical than if customers were to purchase RECs on their own.
DROPOLY
Dropoly has an interesting business model that combines education, engagement, and
fundraising in a way that distinguishes it from the other games in this report. Its gamified
solution is based on its virtual home energy audit tool, which works on any Internet-connected
device. The Dropoly tool asks you for your zip code and other details about your home, as well
as for data from previous electric bills. From these it creates a virtual home that reflects your
heating and cooling systems, appliances, and so on. It then uses an algorithm (claimed to be
99% accurate) to make recommendations about your personal savings opportunities.
Particularly useful is that it works for both single-family homes and apartments, making it
relevant to renters or condominium dwellers (Dropoly 2014a; Renew Missouri 2013).
Dropoly’s gamified solution is called Learn and Earn with Dropoly. In this program, schools
raise money by competing against each other to learn about energy and climate change and to
make energy conserving changes at home. According to its website, Dropoly is currently
recruiting its first round of participating schools. Students are given access to the Dropoly app
when their school joins the program. They use Dropoly's interactive lessons to learn about
climate change and how their energy behaviors will affect it. They earn points by recruiting
supporters (friends, family, and neighbors) who are then encouraged to use the app themselves.
As they win points, the students (individually or in teams) move up a leaderboard, which is
updated in real time. Program sponsors agree to reward winning schools in exchange for partial
branding of the app: Dropoly messages include sponsors’ logos, which, through the network of
supporters the student recruits, will then reach more people (Dropoly 2014b).
ENERGY CHICKENS
Energy Chickens is a virtual pet game that motivates office workers to conserve the energy used
by typical office appliances. It was designed by a team of researchers at Pennsylvania State
University and tested with 57 workers in a midsize office for 6 months in 2012–2013 (Orland et
al. 2014).
At the start of the study, researchers attached up to five wireless Plugwise sensors to devices
like monitors, computers, and desk lamps in each participant’s office. They measured each
player’s plug loads for the next five weeks to establish a baseline, namely the peak average
daily kWh usage for workdays and non-workdays respectively
Beginning in this pregame period, a poster campaign encouraged workers to conserve energy.
Two different posters (changed each week) were placed in high-use areas around the office.
They featured reminders to “Turn it off” and “Unplug it.”
Then the game began. Players signed a pledge to reduce their energy consumption by 15%, and
each received a set of “Turn It Off” stickers to put on their devices. Then a virtual farm
populated by up to five animated chickens appeared on each player’s desktop. Each chicken on
their farm corresponded to one of their appliances. As players unplugged, turned off, and
reduced the use of their appliances, their chickens flourished and laid eggs. Conversely, if their
energy use increased, their chickens declined and looked sickly.
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Chicken health was graded on a five-point scale (-2, -1, 0, +1, +2), with baseline or neutral health
being “0.” Figure 19 shows the levels.
Figure 19. Levels of Energy Chickens' health. Source: Orland et al. 2014.
Chickens at levels 0, 1, and 2 laid eggs. These eggs were currency that players could use in a
virtual general store selling items for the farm ranging in price from 5 to 200 eggs. Cheaper
items included small hats, flowers, and fence posts. Costlier items included fancier hats, fruit
bushes, and gnomes.
Besides the health of their chickens, players also received quantified feedback on their energy
usage. A button labeled Graph on the user interface brought up a line chart showing their
energy use over time. Although players were not competing with each other, they could also
see how the whole office was doing by clicking on a button labeled Mountain View on the user
interface. This presented them with an overview of the chickens on all players’ farms.
Players’ rewards for their energy-saving achievements were limited to virtual eggs and
merchandise. At the same time every player received $100 for completing pregame, postgame,
and daily surveys regarding their well being and productivity. In addition, everyone (including
16 nonplayers) was entered into a raffle to win a $100 gift card.
The results of the test were impressive. The researchers found a 13% overall reduction in plug-
load energy consumption while the game was being played. Especially striking was a 23%
reduction in plug loads on non-workdays. In addition, 69% of participants said that they had
become more energy conscious. Once the game ended, the researchers monitored players’
energy use for another eight weeks to assess the lasting behavioral impact. Although they found
that postgame energy use returned to the baseline, this may have been due at least in part to the
IT department's insistence that computers no longer be turned off at night and on weekends so
as not to interfere with online security and backup management (Orland et al. 2014).
POWER HOUSE
Power House is a prototype game developed by researchers from Stanford University's
Department of Communications led by Byron Reeves, and produced in collaboration with
Kuma Reality Games and Seriosity, Inc. Development of the game was supported by the DOE
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Advanced Research Projects Agency–Energy (ARPA-E) (Scarborough 2012). Trials of the game
were conducted in 2011 with Pacific Gas & Electric customers (Reeves, Cummings, and
Anderson 2011).
Power House uses the virtual world of a typical family home to educate players about
household energy consumption. Figure 20 shows this virtual home.
Figure 20. The virtual home of Power House. Source: Reeves et al. 2015.
Power House involves a set of games that can be played in the virtual house. In the game that is
documented in the literature, a player begins by following one family member around the
house, helping them with their daily household tasks by clicking on appliances to turn them on
and off as needed. Tasks include making dinner, doing laundry, exercising, watching television,
using computers to go online, and so on. As each appliance is turned on and off, the game
shows the amount of energy it uses (accounting for factors such as time of day, age and
efficiency of appliance, and so on) and the cost of that energy. The game also keeps a running
tally of the total household energy use and its cost.
Next another family member enters the house and the player must keep track of both people,
turning appliances on to facilitate tasks and turning them off when not in use to save energy.
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Eventually up to four family members may be in the house at the same time. The game becomes
more and more difficult as the player tries to help everyone while monitoring the home's
growing energy demands (Reeves, Cummings and Anderson 2011; Reeves et al. 2015).
As the player progresses, "play is interrupted and players are offered an opportunity to learn
more about energy and to challenge other players to save energy" (Reeves, Cummings, and
Anderson 2011). They can also earn badges by answering questions about energy use. At the
end of a session, a screen declares, "Day 1 complete! You completed one day in the life of the
family!" and shows players their total energy consumption and associated score (Scarborough
2012). The lower their energy consumption while still meeting the family's needs, the higher
their score.
Power House also encourages players to transfer the energy savvy they have gained in their
virtual house to their real-world energy use. Using real-time data from participating utilities,
each player’s dashboard displays a graph of their real-world energy use over the past 24 hours
and compares it to past data. Players get credits (called Upgrade Bucks) for reducing their usage
from day to day, and they can exchange the credits for virtual items like energy-saving
upgrades to their virtual house, or for real-world rewards like gift cards. Of course the virtual
upgrades help them achieve higher scores the next time they play the game with their virtual
family’s appliances.
Players can also invite their Facebook friends to compete in a real-world energy-saving
challenge. They can see their own and their friends’ real houses represented in a virtual
neighborhood, and they can even use a real photo of themselves as an icon that hovers above
their own virtual house.
A dashboard enables players to check competition results, view a leaderboard of individual and
team rankings, and see their total credits. The dashboard also offers access to a chat forum
where players can ask each other questions and report on what they have learned about saving
energy (Reeves, Cummings, and Anderson 2011; Reeves et al. 2015). Finally, players can also
click on a Launch Marketplace tab to learn about and purchase carbon offsets (Scarborough
2012).
A recent study (Reeves et al. 2015) reports on two results in terms of energy savings. In a
laboratory setting, subjects who had played Power House for 30 minutes turned off an average
of 2.55 appliances on leaving the room, as compared to subjects who had played an
entertainment game, who turned off 0.55 appliances. In the second study, smart meter data for
the 30-day period following Power House play showed an approximately 2% decrease in
electricity usage compared to the 30-day period before play.
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Gamification requires a great deal of thought about the entire design of the
system, including understanding the nature of your users, thinking about what
you’d like them to do and how best to make them do it, considering the best
technology platform to do that, and examining the specific game elements you’re
going to employ to get them to do things—among many other considerations.
(Werbach and Hunter 2012, 124)
All the games we described in the preceding section presumably went through a more
or less elaborate development process, and in many cases we can deduce the decisions
the developers made from the final shape of the game. In this section we will use those
decisions to illustrate the design, development, and deployment process that every
successful gamified solution must undergo. That way many of the features of our 22
games can become lessons learned for your own future gamified programs.
Besides utilities, businesses that are considering adopting a gamified solution offered by a
provider like Cool Choices or WeSpire need to ask the same probing question: Why? The
answers might range from employee engagement to environmental impact to lower energy
bills.
what motivates them, what their goals are, what might make them want to save energy in the
first place. Leafully, for example, emphasizes the environmental benefit of user actions by
correlating energy savings with the health and survival of trees. This is one among several
possible motivations for saving energy that you can tap into.
There are multiple ways to frame energy games—from saving money to addressing climate
change—and different frames will appeal to different customers. Once you know your target
audience, you will be in a good position to design a game that reinforces their personal
motivations and makes energy saving more interesting, more fun, and more compelling—for
them in particular.
Developers should also prioritize the target behaviors. Which behaviors are most critical to the
mission of the game, and therefore which should be most highly rewarded? Cool Choices, for
example, gives 5 points to activities like watching less TV, but 50 points to devising a new way
to share items with others. These distinctions reflect the game’s commitment to innovation and
to community-level collaboration to reduce emissions.
Target behaviors need not be specific actions; they can include general outcomes like thinking,
knowing, and caring more about energy use. Vermontivate, for example, places special value on
long-term attitudinal transformation. “It changes the way people think,” according to Kathryn
Blume (Delaney 2013).
Finally, developers should decide whether they are aiming at short-term or persistent behavior
change. Games that encourage extreme behavior (e.g. stop showering to win a dorm
competition) may not lead to the adoption of long-term habits. One strategy that may
potentially facilitate long-term change is social networking. When a game showcases our
behavior in front of peers, we may be less likely to abandon that behavior once the game is over,
lest we be seen as a flip-flopper (K. Kuntz, pers. comm., December 30, 2014).
systems and processes for collecting before-and-after data. This is made simpler by some third-
party providers, e.g., WeSpire and Simple Energy, that offer analytics packages for their clients.
Once these systems are in place—whether your own or packaged—you will be in a position to
see how the game is doing throughout its pilot and final deployment, and you will be able to
calculate its return on investment in relation to your business objectives. According to Doug
Palmer and his colleagues at Deloitte,
It’s not enough to just capture data; you need to be prepared for meaningful
analysis of the results. Return on investment assumptions should be thought of
beyond simple project dollars spent. Develop formulas to measure the long-term
value of more engaged or loyal customers or employees. (Palmer et al. 2012, 67)
Finally, one frustration we encountered in this study was the paucity of data on project results.
As the gamification of saving energy matures, everyone’s future projects will benefit from solid
data and lessons learned about the cost-effective results of this strategy. In any case, developers
should consider gamified solutions in conjunction with other behavioral approaches that have a
longer and more intensive history of evaluation, measurement, and validation.
Six of the games we looked at—Cool Choices, WeSpire, Ecoinomy, JouleBug, Opower, and
Dropoly—are highly developed packages that can be customized to an individual client’s
specifications. This approach has clear advantages in terms of cost, reliability, and quality. At
the same time, the basic game premise, look, and mechanics of these solutions are fixed, and
they may not offer as much of a competitive advantage as a successful custom solution.
Most of the other games we discuss are custom solutions that came about in a variety of ways.
For example, the two games we studied that create the most robust, vivid, and potentially fun
virtual worlds—Energy Chickens and Power House—were developed as pilot research projects
to evaluate how gamified solutions affect office and residential behaviors, respectively.
Other solutions include the numerous energy-saving challenges like Reduce the Use in District
39, the SMECO Energy Savings Challenge, the Kansas Take Charge Challenge, the Chicago
Neighborhood Energy Challenge, Beat the Peak, and the San Diego Energy Challenge.
Although these challenges vary in their particular structures, durations, and goals, they are all
rooted in particular communities and many have made effective use of public-private
partnerships.
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A variation on the energy challenge model is Rock the Bulb and its Be an Energy Rockstar
contest. Rock the Bulb had a very clear focus: replace incandescent with CFL bulbs, and it
accomplished its goals through a series of weekend events that largely relied on customers
showing up and interacting with Puget Sound Energy (in contrast to logging their actions
online).
Two other variations are the Kukui Cup and Carbon4Square. Energy-saving competitions are
becoming popular at universities around the country, and college communities can provide a
laboratory in which to study energy behavior.6 Carbon4Square was also a community-based
competition, but for commercial buildings. Although commercial and residential customers
have different requirements, Carbon4Square used some of the same public-private
partnerships, strategies, and incentives that have contributed to the success of residential
energy challenges.
We also examined five game models that benefit local schools: Vermontivate, Kansas, Beat the
Peak, San Diego, and Dropoly, with Dropoly being the most school-focused of the five. This is
an interesting model that extends the game’s reach beyond just the utility and the residential
customer. The tie to the school may help participants feel that their individual actions are part
of a larger cause.
However originated, funded, and positioned, custom development is not for the faint-hearted.
For one thing, the design team’s expertise needs to be prodigious:
Another consideration is that upfront custom development costs are steep compared to those of
packaged solutions. Eventually, however, no matter what the solution, ongoing and hidden
costs may surprise the developer. Once they are built, all games need to be promoted and
marketed to prospective players, and they must be managed and policed once they are
deployed. Not only that, but they must change and evolve constantly in order to maintain
player interest.
GAME ELEMENTS
As we have seen, gamified energy efficiency solutions come in many shapes and sizes. Whether
you are developing a custom game or evaluating third-party offerings, the following discussion
of game elements and mechanics may help you analyze your alternatives.
6 In some respects, however, the energy behavior of students living in dorms may be atypical, since they are rarely
financially accountable for their usage.
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Play Space
Whereas videogames take place almost solely in virtual worlds, all gamified solutions must
have a real-world component. This is what distinguishes them from simulations and from
children’s games such as Eco Ego (Appendix B). Although all the games we surveyed have a
virtual component, the online dimension of most of them is limited to keeping score, team
building, sharing information, triggers (see below), and social networking. Cool Choices has a
more elaborate digital interface, with virtual cards taking the place of the real cards used in
earlier iterations. JouleBug also has such a slick interface that the game seems to take place as
much online as in the real world where players perform their actions. With Energy Chickens
and Power House, we move to the virtual end of the spectrum. Although these games still
reflect players’ real-world actions, their virtual worlds are fully functional play spaces in
themselves.
Only some of the games we surveyed have this structure. A number of them are time-limited
contests with only one main challenge: to save as much energy as possible. This approach is fine
to engage customers in the short term, but the real power of games lies in their ability to engross
players over a long period, giving them time to build new habits and permanently change their
behavior. The more sophisticated games we surveyed, including Cool Choices, JouleBug,
Vermontivate, and Kukui, do feature challenges of varying difficulty, the mastery of which
wins increasing recognition and rewards. Energy Chickens has only one fundamental challenge,
but the increasingly fertile chickens and ever-more opulent farm mark a clear upward path.
Finally, Power House presents increasing levels of challenge in both its virtual and real-world
play spaces.
collaborate to save energy.) Some games, like Cool Choices, WeSpire, Vermontivate, and
JouleBug, support both individual and team competition. Others, like Kansas, Chicago, and
Kukui, are solely team based.
Teams provide an opportunity to connect and bond with others “like” you, (even
if the only similarity is that you’re on the same team), and work together as a
cohesive unit to accomplish goals and compete with other teams. At the same
time, the . . . pressure of not wanting to let down your peers, or be seen as the
weakest link, can amplify behavior and drive dramatic increases in individual
and team performance. (Bunchball 2012, 5)
Besides the sense of larger purpose conferred by team membership, energy challenges may also
build on community spirit to motivate players. In Dropoly, for example, teams may compete on
behalf of their child's school. Finally, all energy efficiency games have an additional larger
purpose: the health of the environment. “What could be more dramatic than competing to save
the planet?” asks Donald Kelley, the originator of Energy Smackdown (Fuller et al. 2010).
Access to real-time energy use data has fueled the development of gamified energy efficiency
solutions, not to mention companies like Opower and Simple Energy. Green Button and related
technologies make it easy to provide consumers with real-time feedback on their energy use,
and given that feedback is so central to games, gamified energy use solutions are the natural
result. Seven of the 22 games we surveyed make use of or even are built around real-time
utility-provided energy usage data: Power Agent, JouleBug, Chicago, San Diego, Opower,
Leafully, and Power House.
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Many games offer tangible rewards, but the rewarded actions and the size of the awards vary
greatly. Several of the major energy challenges gave large cash prizes to players who
dramatically reduced their energy use. Vermontivate rewards winning communities for many
different kinds of actions (including raising awareness) with Ben and Jerry’s ice cream. Cool
Choices’ rewards are often random, to anyone who plays in a particular week, and are usually
small items like a water bottle (K. Kuntz, pers. comm., December 30, 2014).
As for less tangible rewards, fun is clearly an important element of several of the games we
surveyed, including Vermontivate with its animal game masters, Joule Bug with its slick
graphics, Kukui with its parties and scavenger hunts, and Energy Chickens with its drop-dead
cute chicks. Self-esteem is another less tangible reward. In a good game, players become more
and more proud of their accomplishments as they move up the levels and get positive feedback
and recognition. Players also accumulate social capital within the game from fellow players and
teammates, and also via social networks like Facebook, Twitter, and LinkedIn in games like
Opower’s.
Points, badges, and leaderboards are the currency of self-esteem and social capital in gamified
solutions. Every game in our survey uses a more or less complex system of points as its basic
currency. Points are clear, immediate rewards for players’ actions and often the chief motivator
for those actions. Points let players know they are succeeding, measure their achievements
against fellow players, show others what they have achieved, and mark their progress on the
way to their goal. As we have seen, they also prioritize the value of particular actions, indicating
choices the developers made early on when they were defining their objectives and outcomes.
So, for example, electricity-savings actions earn up to 60 points in Carbon4Square, whereas
waste disposal only earns up to 10.
Some of the games also use badges to indicate plateaus of accomplishment. Badges may mark a
particular level of points, or they may signify some special achievement. They provide clear
mileposts for players to strive towards, and they symbolize their attainment. JouleBug’s pins
are good examples: resembling Boy or Girl Scout badges, they mark the path to the even more
impressive trophies available for one’s virtual trophy case. Energy Chickens’ badges are both
the healthy chickens and the virtual paraphernalia that players can acquire in exchange for their
eggs.
Finally, leaderboards (online rankings of players and teams) give context to players’
achievements in ways that points and badges cannot (Werbach and Hunter 2012, 76). Players
want to know how they are doing in relation to others, and ultimately they want to do better
than them. Thus leaderboards can be a powerful motivator. On the other hand, however, they
can also demotivate players who see themselves falling too far behind. The Kansas Take Charge
Challenge and Cool Choices take a creative approach to this dilemma by posting both team and
individual accomplishments on their leaderboards. Less successful individuals could be
heartened by their team’s standing, and a losing team could take pride in the personal
accomplishments of its members.
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SOCIAL DIMENSION
Social standing is just as important to people as their individual accomplishments, perhaps even
more so. Gamified energy efficiency solutions take advantage of this fact of human nature in a
number of ways. As we pointed out, being a member of the team brings out the best in players
who double their efforts in the service of something larger than themselves. The game context
also gives them permission to coach each other on sustainable behaviors without seeming
officious. Social norming is another strategy that some games use to fuel players’ motivation.
Opower, for example, gives feedback to its users that shows them not only their own energy use
but also that of their neighbors. Since no one likes to feel that they are deviating from accepted
group behavior, players naturally will try to keep up with their neighbors’ energy savings.
Having surveyed 22 games and the features of successful games in general, we are now in a
position to step back and consider a final key feature of gamified energy efficiency solutions,
that is, intrinsic versus extrinsic motivation. The distinction is a simple one: if you pay children
to do their homework, they are externally motivated, whereas if you can make the homework
more stimulating, they may be intrinsically motivated to do it. Reward programs like frequent
flyer miles are clearly based on extrinsic motivation; they encourage people to fly (and make
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other purchases) by compensating them for it.7 None of the games in our case studies gives
tangible rewards to everyone who participates; instead, the games give players other reasons
for saving energy. These range from the prospect of winning a cash prize to less tangible
paybacks like fun, self-esteem, and social capital. These latter drivers help make the act of
saving energy more intrinsically satisfying, whereas cash prizes are more of an extrinsic
motivator. Can behavioral science tell us which approach is most effective?
The seminal researchers here are the educator Alfie Kohn, the psychologist Edward Deci and
his colleagues, and later, Daniel Pink (Kohn 1993; Deci et al. 1999; Pink 2009). Deci et al.
analyzed 128 studies that examined the effects of external rewards on internal motivation. They
found that the former undermined the latter. In one of their own studies, they found that
students given financial rewards to do puzzles were less likely than a control group to continue
working on the puzzles once the cash rewards ended. In a way this makes sense: giving
someone a tangible reward for doing something may make them feel that that is the only reason
for doing it. This feeling may preclude them from finding the activity rewarding in itself, that is,
intrinsically rewarding. In any case, intrinsic motivation is a more dependable and long-term
motivator. If we enjoy something—if we have chosen to do it, we are good at it, and we can do
it with others—then we naturally keep on doing it.
This insight goes to the heart of successful gamification. If we want people to save energy and
to go on doing so after the game has ended, we need to stoke the fires of their intrinsic
motivation, not simply give them things in exchange for their cooperation. Even points, badges,
and competition are ultimately just a means to the end of making energy efficiency rewarding
in itself. We do not want people to save energy in order to get an extrinsic reward, however
intangible, but to save energy because they have come to see it as intrinsically satisfying,
meaningful, or enjoyable.
In our research we found nine games that were able to document specific energy savings in a
format that could potentially be compared to other games and programs. Some of these
estimates are by independent program evaluators, some by program staff. The nine are:
Cool Choices
Reduce the Use in District 39
SMECO Energy Savings Challenge
7Classic energy efficiency program design is also built on extrinsic motivation: people are rewarded for energy
efficient behavior through cash incentives or rebates.
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We summarize the savings estimates from each of these programs in table 2. Percentage savings
are sometimes relative to preprogram use among participants and sometimes relative to a
control group. There are wide variations on how baselines are determined, which can have a
significant impact on the savings estimate (see Johnson et al. 2013).
Energy
Number of savings
Program participants (%) Units/type Notes
Clearly, limited data from nine projects are not enough to draw any definitive conclusions;
much more evaluation is needed, including evaluations of first-year savings and savings
persistence. Still, from the nine studies that were conducted, energy savings in the range of 3–
6% appear feasible among a sizable number of participants. For example, studies found 4%
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median savings among the roughly half of employees who participated in the Cool Choices
Miron Construction game, 5% savings in the Chicago Neighborhood Energy Challenge, and 6%
savings in the San Diego Energy Challenge. When programs are more tightly targeted, such as
the most active participants in Biggest Energy Saver and specially recruited participants in
Energy Smackdown, savings of more than 10% can be achieved. So far, persistence of savings
has not been examined in any systematic fashion.
Conclusion
Gamified solutions have a wide range, from community-based games that encourage saving
energy as one activity among many, to utility-sponsored energy challenges that reward
customers for reducing their energy use as dramatically as possible. Games are available for the
residential, commercial, workplace, and campus sectors. They may take place almost entirely in
the real world, or they may involve elaborate virtual play spaces. They may be one-off solutions
or packages customized by a third-party provider. It might be worth referring back to table 1 on
page 7 to review the numerous distinguishing characteristics of the 22 games in our case
studies.
Our research found that careful planning is essential to a successful game. Since developing or
adapting a game can be costly, your solution must make business sense. Games not only can
increase energy savings, but they can also add customer value, improve the utility-customer
relationship, and increase program enrollments. Carefully defining the target audience(s) will
help you achieve these objectives. Since the goal of the game is to motivate its players to do
something, the more clearly you understand who these players are, the more successful you
will be in changing their behavior. A third key to success is to define and prioritize exactly what
you want your players to do (replace light bulbs? reduce peak use?). Just as important, how will
you track and analyze these performance indicators? In conducting research for this study, we
were frustrated by the paucity of data on game results, particularly on the persistence of energy
savings. If data collection is built in from the beginning, program developers will be able to
make stronger business cases for existing and future gamified solutions.
Built on a foundation of careful planning and design, games can successfully deploy a variety of
elements to encourage players to reduce their energy use. In an effective game, players progress
through a number of challenges along a clear path to a final goal. They receive positive feedback
as they meet each challenge and work their way up to the next level of difficulty. Useful
information and prompts help them on their way. Real-time energy use data provide
particularly powerful feedback. In some games, players compete as individuals; in others, as
members of a team. Being on a team makes players feel that they are working for a larger
purpose, one that may potentially widen out to include the welfare of their community and,
ultimately, the planet.
Players’ progress may be marked by the virtual currency of points and badges; these stand for
the self-esteem and social capital they are accruing. Simple fun and enjoyment are other drivers
of—and rewards for—player achievement, especially in games with well-designed virtual play
spaces. The most effective games use social norms and social networking to compare, amplify,
and reward players’ efforts. All these elements work together to increase players’ intrinsic
motivation to save energy, not just for a cash reward, but as an end in itself. A well-designed
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game can bring us to the point where we enjoy the effort of saving energy and persist in doing
so after the game is over.
Maybe the best way to think about gamified energy efficiency solutions is to see them as
training wheels, a way to introduce people to the intrinsic satisfaction of gliding along on their
own two wheels after the game’s apparatus is removed. The fact is that saving energy is highly
rewarding in itself, and the greatest achievement a game could aim for is to bring out the
multiple satisfactions that are there in the first place.
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JOULEBUG
Instead of turning up your thermostat, put on a sweater.
Instead of “hiking the thermostat,” dress for the cold.
Buy and use a programmable thermostat.
Adjust your winter thermostat: down 8 degrees when you go out, down 8-10 degrees at night.
Close your curtains to conserve heat (and weigh down the bottoms).
Open south-facing curtains during the day for solar heating.
In very cold climates: use clear plastic sheeting over your windows.
Reduce your need for AC by dressing for the heat.
Adjust your summer thermostat (turn up 8 degrees when you go out, turn up 4 degrees at
night).
Close all blinds on hot days.
Use a room fan and turn up your AC 4 degrees.
Use your bathroom vent/fan for 20 minutes after a shower (reduces need for AC).
When it’s hot, don’t use your oven (use microwave or cook outside).
Caulk your windows and doors.
Caulk leaks in your house.
Seal ducts in your home.
When an incandescent bulb burns out, replace it with a CFL.
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CARBON4SQUARE
Aggressively manage HVAC supply temperatures.
Review building temperature set points (consider 74 or above during cooling season and 70 or
lower during heating season).
Utilize advanced controls.
Calculate and understand cooling tower cycles of concentration.
Install variable frequency drives (VFDs) on pumps and fans.
Utilize free cooling whenever possible.
Keep conditioned air inside
Cut energy use in vacant spaces.
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Discuss day cleaning and/or team cleaning with janitorial staff and tenants, to reduce need for
nighttime cleaning and associated lighting.
Conduct nighttime walk-throughs.
Provide Saturday HVAC by request only.
Install CO sensors in parking garages; use to control ventilation fans.
Retrofit lights for maximum efficiency.
Use interior occupancy lighting sensors.
Use exterior photosensors and timers for parking garage and exterior lighting.
Incentivize carpooling.
Elicit tenant feedback about commuting alternatives (carpooling, need for more bike racks, etc.).
Start a tenant education campaign.
Track results.
Provide recycling.
Ensure convenient access to recycling.
Monitor use of recycling facilities.
Track results of recycling system.
Encourage tenants to print dual sided.
KUKUI CUP
Estimate your room’s total daily energy consumption.
Watch video on how to audit your energy use.
Find out how much power your stuff uses.
Label power hogs in your room.
Examine your lounge’s energy use.
Watch video about lighting.
Replace incandescent bulb with CFL.
Use sunlight instead of electric lighting.
Use task lighting instead of overhead lights.
Turn off the lights when leaving any room.
Turn off music when leaving room.
Turn off printer when not printing.
Turn off all appliances every night before going to sleep.
Turn off vampire loads using a power strip.
Configure computer to sleep after inactivity.
Limit TV use to 1 hour a day.
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Climate Defense is a single-player game in which the player is in a race against time to mitigate
global warming. As ominous dark clouds of CO2 travel from earth’s surface to the atmosphere,
the player has three main options: growing trees, decreasing CO2 emissions, or improving
energy efficiency. Unfortunately, the game is not winnable since it is based on current real-
world data. The player can play another version of the game where the data are modified to
beat back climate change, but the title of this version—Let’s Pretend—says it all.
http://www.gamesforchange.org/play/climate-defense/
ElectroCity is an online game designed to educate students about energy and sustainability in
New Zealand. A player starts the game as mayor of a small city. The city begins as a pristine
natural environment with few inhabitants and one small wind farm, but it grows and changes
depending on the player’s decisions, e.g., logging a forest, prospecting for gas or coal,
upgrading the wind farm. Meters inform players about the status of their electricity supply, the
health of their environment, the happiness of their population, and so on. Players must make
numerous decisions that balance growth, environmental protection, economics, and quality of
life.
http://www.electrocity.co.nz/About/
http://www.electrocity.co.nz/HowToPlay/default.aspx
EnerCities is an animated game aimed at young people of high-school and college age in which
players try to build, expand, and sustain virtual cities while confronting the challenges of
pollution, energy shortages, and the development of renewable energy.
http://www.enercities.eu/project/projectpage.html
http://www.gamesforchange.org/play/enercities/
Energy City is an online simulation game in which the player must provide power to a city for
either 10 (standard) or 20 (expert) years. The challenge is to power the city while also
monitoring the metrics of local air quality, global environmental health, and budget, and to
prevent these metrics from bottoming out. Players try to create diverse energy portfolios from
four categories: nonrenewable, renewable, inexhaustible, and conservation. They may also
incorporate the views of stakeholders representing a range of demographics. If the city runs out
of energy, the game is over. Players receive data and feedback about their performance after
each turn and each complete game.
http://content3.jason.org/resource_content/content/digitallab/8250/misc_content/public/po
pup.html
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Energyville is a game produced by Chevron in partnership with the Economist Intelligence Unit.
It appears to be aimed at a high-school age population. Players are responsible for supplying
energy to a city of 5.9 million people “while keeping them prosperous, secure and living in a
clean environment.” Potential power sources for the city include biomass, coal, geothermal,
nuclear, petroleum, natural gas, conservation, and more. Players get an energy management
score based on their use of these resources and their respective financial, security, and
environmental impacts. There are limitations on how much of each source can be used, and a
requirement that at least some petroleum be included for vehicles.
http://www.energyville.com/energyville/
http://teachinghistory.org/digital-classroom/tech-for-teachers/25173
Eskom Energy Planner puts a player in charge of a virtual city’s energy portfolio. The goal is to
use a combination of energy sources and to achieve a balance between efficient and
environmentally friendly technologies. Players also have to locate their power plants
strategically, taking into account impact on residents and physical requirements (e.g., a
hydroelectric plant must be placed near a river).
http://www.formula-d.com/interactive_electricity_planner_game.html
Ludwig is a little research robot who crashes onto an abandoned planet Earth in the year 2098.
He must rebuild himself and find new sources of energy in order to get back to his home planet.
Unfortunately, humans long ago depleted the earth’s resources, leaving Ludwig in a dire
situation. As the player moves through the game, a knowledge base fills up with everything
Ludwig learns about his new environment, producing a concept map of knowledge about
renewable energy. The game is designed to teach physics concepts like combustion, water
power, wind energy, and solar energy. http://store.steampowered.com/app/263120/
MySustHouse includes three games and several educational videos, as well as a guide for
teachers wanting to integrate the project into their curricula. The three games—Environment,
Building, and Town—challenge students to develop sustainable communities and houses. In
each game, a simple Sustainability Meter swings from low to high depending on the player’s
decisions. To get players started, an introductory video explains the limitations and
consequences of fossil fuels and highlights present and future effects of climate change. In the
Building game, the player is given a lot on which he must build a house. An accompanying
introductory video explains fundamental concepts such as the embodied energy of concrete, the
advantages of local and renewable materials, and the health impact of toxic materials such as
asbestos and lead. The player has a finite budget and can monitor his spending via an onscreen
meter. The Town game requires the player to build not only houses, but also transportation
infrastructure, schools, and energy sources. Players are introduced to the difficulties of energy
decision making: for example, they can view a set of videos in which people debate the building
of a nuclear power plant. The Environment game asks players to think about the impact of their
choices: for example, living in a city reduces energy and transportation costs, but living in a
rural environment may facilitate the use of renewable energy. A video explains the difference
between brownfield and greenfield sites.
http://www.mysusthouse.org/_pdf/mysust_house_introduction.pdf
http://www.mysusthouse.org/game.html
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Ringorang is an energy trivia app mainly designed for smartphones. Questions are sent
automatically to players’ phones, popping up like text messages. (A promotional video shows
men and women pausing to answer a quick question while drinking coffee, exercising, or at the
office.) Multiple-choice questions are designed to be playable in less than a minute. Examples
include “Penny Pynchon hates leaving her AC on all day while she’s at work, but she can’t
stand coming home to a hot apartment. What should she do?” and “Set your water heater no
higher than what temperature to save money without sacrificing comfort?” Players can click on
a Clue button for help answering questions; to learn more about the issue, they can click on an
Insight button. They earn points for answering questions correctly, and may ultimately win gift
cards. A leaderboard gives players’ rank compared to others. As players progress with the
game, Vergence (the developer) collects data on their performance and knowledge retention,
and uses this information to provide the sponsoring host with analytics about its customers.
https://itunes.apple.com/us/app/ringorang/id567781122?mt=8
http://play-learn-win.com
The goal of Siemens Power Matrix is to manage the energy of a city using a balanced mix of
power plants, wind, solar, and hydropower. As in ElectroCity, the player’s city begins as a rural
district. With the addition of power plants, the population grows, industry arrives, and
buildings are constructed. There are many power options to learn about and build: wind farms,
solar, biomass, and more. Players can also trade surplus power with other players. They have a
control center where they can see data and graphs of their energy portfolio, their scores in
various categories (happiness, population, technology, production, consumption, trade,
income), and their rank among other players.
http://www.powermatrixgame.com/en/index.html
http://www.powermatrixgame.com/en/features.html
SimCity EDU: Pollution Challenge! is designed for grades 6–8; it offers teachers lesson plans,
analytics, and other tools to help them integrate the game into existing curricula. The premise of
the game is that students are the mayors of their own cities and must balance environmental
impact/sustainability, employment, and quality of life. The game offers four different missions
at varying levels of difficulty.
http://www.glasslabgames.org/games/SC
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http://vimeo.com/102270816
In Energy Elf, a simple online, single-player game developed through the U.S. Department of
Energy, children try to stop an “Energy Goblin” from “gobblin’” up all the energy in a cartoon
home. The Goblin is an odd-looking blue creature with a long nose that (noisily) sucks energy
from appliances, windows, light bulbs, and so on. As a timer ticks down, the player explores
different rooms in the house and clicks on different objects (appliances, windows, lights,
computers) looking for ways to save energy. For example, clicking on the home’s refrigerator
results in a gentle alert sound and a pop-up window explaining that ENERGY STAR certified
refrigerators are the best choice. There are also explanations about power strips, curtains, light
bulbs, computers, and more. At the end of the game, children are invited to play again and find
more energy-saving options, and they are encouraged to “Help lead the way and talk to your
parents about making your home more energy efficient!”
http://www1.eere.energy.gov/education/games/eere.html
FUNergy! Lolly vs. the Energy Monkeys is a simple online game in which Energy Monkeys are
stealing too much energy from a home and the player must stop them by clicking on energy-
wasting objects, e.g., a half-empty dishwasher, a running faucet, a refrigerator left open. With
each click, an explanatory bubble appears and gives energy-saving tips. The game’s loud noises
are likely to annoy parents. There is an accompanying trivia game called “Watts the Answer”
that asks basic energy questions (e.g., “True or False: A low energy lamp costs less to run than
an ordinary light bulb”).
http://www.cwndesign.co.uk/funergy/game/index.html
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GreenSpace challenges players to reclaim a litter-laden colony and restore it to a lush, green
mountain valley full of trees and solar-paneled houses. The game is embedded in Facebook and
is similar in premise to Trash Tycoon (see below).
http://blog.games.com/2011/12/06/greenspace-facebook-game/
https://www.commonsensemedia.org/game-reviews/greenspace
Lights Out! is an online game with a simple premise: the player must race to replace traditional
light bulbs with CFLs as quickly as possible, and then turn off all lights and devices in order to
win. Using the arrow keys and spacebar on a standard keyboard, the player moves the
character of CFL Charlie around a virtual house. Old lights glow yellow; the ones replaced with
CFLs glow blue. A meter to the left of the house calculates the number of watts being burned as
the player progresses.
http://www.kidsenergyzone.com/games/activitiesdetail63.cfm?activityid=8
Unplugged (Lachez Prise) was developed by the Science Center of Montreal. The player is given
the identity of Inspector 00Watt and must combat the monster Terawattus Energivorus, who
has possessed the residents of a haunted-looking house, causing them to waste “tons of
energy.” The player must free these people by hunting through the house (in five rooms and a
backyard) for six energy-related objects that can be used to improve the home’s energy
efficiency. There is a time limit of nine minutes. A sinister yellow-green color scheme and
haunting wind noises give the game an ominous atmosphere during the introduction. Once the
game begins, the house erupts with various annoying noises, moving parts, characters, and
animals (rats and cats).
http://www.lachezprise.qc.ca/en/index.html
The SunPower Solar Discovery Game was developed by a San Jose solar-panel company. Players
earned points and badges by answering trivia questions about solar energy. Finding the correct
answer might require a player to explore SunPower’s website, thus increasing awareness of the
company and its products. Players competed for an attractive grand prize: a $25,000 residential
solar energy system. There were also raffles for large prizes (airfare to Hawaii) and small ones
(museum tickets). http://www.greenbiz.com/news/2011/07/12/sunpower-turns-
gamification-engage-customers
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